That share was possible as the trolleys and trams had the same way to get electricity : a trolley pole.

Nope, all of Innsbruck's trams use pantographs and separate wires as seen in this picture. I'm pretty sure even the voltages are different. The overhead wires would also get very messy at junctions.

As others have said, it's possible to run the two sets of wires near each other, typically the tram wires will be slightly lower so that the pantograph hits this conductor and stops before rising high enough to bridge the trolleybus wires. As trolleybuses typically use trolley poles rather than pantographs to allow them to steer with some freedom from the wires, they need not worry about contacting the tram wire as the trolley wheels will keep the poles on the correct wires (in case of the poles jumping and de-wiring, they have bigger problems).

I've found that the issue for graphical differentiation in Unspooled is that at 1x zoom, three conductors becomes nearly a solid mass of pixels, even if NRT drew both sets of wires. As it stands, the road catenary already looks like dense enough 'knitting' to imagine it as being either 2 or 3 wires , so I am ok with the current situation. I would rather see more scope for various decoration, or more control of arrangement of sprites, to allow things like poles on alternate tiles, poles in the center of the road/tramway, etc.

I am currently favouring independent catenary for road and tram, as it's initially simpler to just keep the two types on the tile totally separate. Vehicle compatibility etc is then all determined by label for that type, and there is no compatibility interaction between road and tram types.

However...

supermop wrote:

I've found that the issue for graphical differentiation in Unspooled is that at 1x zoom, three conductors becomes nearly a solid mass of pixels, even if NRT drew both sets of wires.

Afaik, you're the only one who's actually tackled this issue, so this is useful information.

It's easy in theory to say 'artists must draw two catenaries so it always works' BUT in 8bpp there are limited pixels to achieve this with.

I still favour independent catenary though The spec shouldn't try and prevent poor visual choices by newgrf authors or players

The same could be said for rail infra-sharing. I could allow someone on my railway but not electrify. There's no need to change that, just relly on cooperation.

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No, no. On rails, you can clearly see if there's a catenary.With the Trolleybis, there was a catenary, but it was an electrified tram's catenary. This way, the other one seeing there's a catenary but not knowing it's a tram catenary will think his vehicles can go on your tram - but no !

I might be sufficiently evilly twisted to qualify as the butt of this suggestion.

Picture this if you will ... Trolleys have parallel wires. So we have two one pixel wires separated by a one pixel space.Trams have a single one pixel wide wire.The tram wire should fit nicely between the two trolley wires, giving us one really fat three pixel wide wire for routes served by both tram and trolley.Double this for bidirectional routes.Now let us add similar routes crossing the routes described above.Are we sufficiently evilly twisted yet?Oh wait ... Let us have the crossing routes branch onto one another ...Now THAT is evilly twisted.

The same could be said for rail infra-sharing. I could allow someone on my railway but not electrify. There's no need to change that, just relly on cooperation.

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No, no. On rails, you can clearly see if there's a catenary.With the Trolleybis, there was a catenary, but it was an electrified tram's catenary. This way, the other one seeing there's a catenary but not knowing it's a tram catenary will think his vehicles can go on your tram - but no !

Trolleybi provides no roads nor catenary. If no Roadtype NewGRF is loaded, it will use the 'default' ELRD sprites as per NRT, which just uses the default tram wires from the current baseset. This would be true for any NRT vehicle GRF that provides ELRD vehicles without providing ELRD sprites.

I was motivated to make Unspooled for exactly this reason - to make more realistic (in my opinion) looking trolleywire. This is why I called it 'Unspooled' rather than 'Various types of road'...

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